1. Soft robust shading
Problem: In VRChat every environment is lit by players. The lighting methods vary from realtime to fully baked.
Solution: Softer shading by using diffuse wrap, which is pretty cheap
2. Specular
Problem: Unity Standard shows specular very differently between realtime and baked light
Solution: Fake soft specular (non PBR) that looks more consistent across lighting modes
The eye shader has separate inputs for iris and lens so that the eye can react with emotion triggers or other inputs. This setup reacts to finger placement on the controller, allowing the user to "pilot" their own face. In game footage.